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#81 | |
Re: Why D3 engine?
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Specularity system is limited? You mean there's no gloss map support? All one needs to do to add support for gloss maps is add some code in the interaction shader...mods have already done this, it's certainly no problem for developers. No support for precomputed lighting...why the hell would you want precomputed lighting? Even UE3 doesn't use precomputed lighting even though it still uses precomputed shadows. Real time lighting is far more realistic looking and a lot more flexible. Did you mean precomputed shadows? Precomputed shadows take tons of time to compute (offline) but still often end up low res and often glitchy. They make doing large areas very hard because of the resolution you need on the lightmap in order for the shadows to not look like crap (blocky mess)...this takes a long time to compute, and it takes up tons of memory when running the level. No post processing effects? You can run shaders on the screen...what kind of post-processing effects did you have in mind? How do you know there's no advanced AI system? You obviously didn't do any research since Doom 3 has an extremely powerful AI system powered by the engines scripting system. Doom 3 hardly even scratched the surface...I presume Quake IV is going take better advantage of it from what the articles have said. And as far as UE3, for the most part what has wowed people is the artwork...you can get just about the same thing with the Doom 3 engine since most of it is simply geomtry with high-res normal maps. You'd need to add HDR to D3, but that's not to hard a thing to do (Doom 3 already has some HDR code...the biggest problem with adding HDR is actually just implemmenting controls for it into all the different tools). UE3 uses soft shadows on a few things, but most of the real-time shadows are actually stencil shadows like Doom 3 has. Of course if you talk about the tools UE3 has, then there's no contest...UE3 far surpasses everything we currently have. |
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#82 | |||||
Re: Why D3 engine?
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He calls full advantage a tech demo, you call it gameplay. Which is it? And no, it can't be both since a "tech demo" implies no gameplay. BTW, what I said was that none of id's games took advantage of the engine, therefore they were not good "tech demos". They were great games. Quote:
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"I've been trying to change the world for years, but they just won't give me the source code." - Drazula |
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#83 | |
Re: Why D3 engine?
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#84 | ||
Re: Why D3 engine?
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http://www.imhz.com/videos/Prey_E3_1998_IMHz.avi http://atlas.secs.oakland.edu/~lcmat..._1998_Demo.mpg I'm mostly intrigued by the portal system, as AFAIK it hasn't been used since the days of Build, and then only a fairly crude implimentation. |
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#85 |
Re: Why D3 engine?
Portals are in.
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#86 |
Re: Why D3 engine?
Nevermind, looks like Joe already took all the links down.
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#87 | ||||||
Re: Why D3 engine?
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A game demo can simply be an effective demonstration of the tech. He gives the example of HL2, a game which relies on its game design to show the full power of its tech. And again, take his physics systems example. In Doom 3 the physics system is fully present. According to your definition Doom 3 should be a great tech demo, however it's not because the applications of the tech have barely been touched upon. So id aren't utilising their engine properly because they're concentrating more on the tech itself, which in turn makes that tech less marketable. This is why the "but they didn't utilise the tech properly" argument is no defence. Quote:
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"human characters have a kind of plastic look about them. This is because there's only a simple specular highlight system in place -- that's the part of the engine that renders light hitting a surface. DOOM 3's basic system looks great on surfaces that are dull or plastic, but it's not good at rendering high-gloss surfaces such as polished, shining steel." http://pc.gamespy.com/pc/doom-3/539049p1.html "What we call specular maps in Doom 3 are more commonly called "gloss maps," where it's just affecting the intensity of the specular highlight, but we now also add in new technology, the ability to change the breadth of the specular highlight. That lets you do a lot of interesting things with... the highlight that we've got in Doom is really quite broad for a specular highlight, and it's about what you'd get on a really dull plastic; something that wasn't very shiny, it's a kind of fairly broad, spread out thing. You don't get anything that looks like a really good metallic highlight, or things that would be shiny cast plastic, so there's a lot of neat stuff that you get just playing with that, and going ahead and having some that are even broader and some that tighten down a whole lot to give you bright little pin-point highlights on there." http://www.gamedev.net/community/for...opic_id=266373 Quote:
You get a massive boost in performance combined with a boost in lighting detail. And of course you can tweak the lighting models until the difference becomes nearly imperceptible. Quote:
In response to Gabrobot (I had a response but my browser crashed): The sound system may be limited because id fell foul of excessive sophistication, but that doesn't invalidate the entire paradign. I didn't realise all previous code was available for easy integration. I actually said "advanced squad based A.I", so I was talking about the group combat behaviour (working together, flanking, laying down fire etc.) And again, I said pre-computed shadowing so I wasn't talking about raytracing or anything. Doing precomputed shadowing should only yield a performance hit while the lighting is being calculated. After that it's baked into the level. Also texture size shouldn't be a problem because it's being rendered offline (and Carmack is already doing this stuff in real time anyway). UE3 actually uses a lot of soft shadows. Stencil shadows are only utilised for moving lights. All shadows cast by static lights are soft. I agree that art is a lot of the appeal but that doesn't mean there isn't a hug gape technology wise between the two engines.
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#88 | ||||
Re: Why D3 engine?
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(Referring to the Source engine there, btw) Quote:
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And again, workflow is a huge thing to consider. I think you have to be a level editor to really appreciate what real-time lighting let's you do. Anyway, I'm done ranting for now. |
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#89 | ||||||
Re: Why D3 engine?
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If they wanted they could have made full use of the physics system, it was one of the things they talked about a lot in early previews. They chose to downplay its role. Quote:
I'd like to see some real world evidence as to the effect this sort of WYSIWYG editing has, especially in comparison to the quickest pre-computed solutions. Quote:
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#90 | |
Re: Why D3 engine?
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No? So how do you know it'll look exactly like Doom 3? An engine is an engine.. just a bunch of code, it's up to the Art team in the end to make it look different then Doom 3. Just because it's the same engine doesn't mean they have to look remotely similar. Plus who even said they arn't going to make changes to the rendering engine? |
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#92 |
Re: Why D3 engine?
^ Yeah, the whole PC Gamer article was posted on the board yesterday.
<font color="#1F1F22">Move along, nothing to see here...</font>
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#93 |
Re: Why D3 engine?
Well there you have it
I apologise. |
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#94 |
Re: Why D3 engine?
I thought the style of the creatures seemed more Unreal-like than Doom 3.
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"I've been trying to change the world for years, but they just won't give me the source code." - Drazula |
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#95 |
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Re: Why D3 engine?
as long the AI is good like the review says (you never know: think of doom 3 and HL2)
because I'm tired of shooting seek-and-destroy-AI type monsters in games that only throw few enemies at a time at you. doom 3 and half-life 2 are good but they only throw 1-2-3 enemies at you at the same time, and they have seek-and-destroy AI (HL2: except on hard, then the combine has hide-AI, but still no variaton, and it's only for the combine and is stille easy), which makes it less good. painkiller and doom 2 also have seek-and-destroy AI monsters, but they come in groups of 20-30-40, which makes it fun. I didn't mind it in doom 3 because the game is unique to some extent, but quake 4 and prey look like doom 3 so I don't want the same. another exception to this rule would be far cry, because: 1) there are tons of other INTELLIGENT enemies 2) it only happens in a certain part of the game (the middle part) 3) the big/open environment makes it all good. |
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#96 | |
Re: Why D3 engine?
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#97 | |
Re: Why D3 engine?
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It's definitely got it's Doom 3 qualities but all in all I think it's quite impressive and a far cry (heh) from Doom 3's dark style. |
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#98 | |
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Re: Why D3 engine?
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#99 | |
Re: Why D3 engine?
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It's like a version of Doom 3 with truly twisted enemies. Those Hounds look nasty.
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#101 | |
Re: Why D3 engine?
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#102 |
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Re: Why D3 engine?
It looks better than Doom 3, I think we can agree on that at least.
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#103 |
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Re: Why D3 engine?
looking better? looking the same? looking like far cry?
what strange opinions will I yet hear |
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#104 |
Re: Why D3 engine?
graphics a game do not make.
gameplay guys, gameplay!
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http://www.youtube.com/watch?v=_JjimMO2SdE |
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#105 |
Re: Why D3 engine?
Graphics + gameplay = game. Both are important.
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#106 |
Re: Why D3 engine?
i will take fun gameplay over graphics any day of the week.
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http://www.youtube.com/watch?v=_JjimMO2SdE |
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#107 | |
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Re: Why D3 engine?
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#108 | |
Re: Why D3 engine?
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DudeMiester: IT IS ARE THE COOLEREST!!! Roger: OH NOES, TEH END OF TEH WERLD. |
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#109 | |
Re: Why D3 engine?
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Do you want Prey to just provide an enjoyable game, or would you like an enjoyable world and experience?
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#110 |
Re: Why D3 engine?
I definatley agree that the game is better looking than Doom 3. The picture with the lights on the floor looks simply amazing. And I am definatley hoping to see some outdoor elements;
seeing as how this game isn't based on Mars, so it doesn't have an excuse to look bland.
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Duke4.net Let not mankind bogart love. [A pessimist is what an optimist defines as a realist.] |
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#111 |
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Re: Why D3 engine?
it's on a space ship instead, even less outdoor environments than mars
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#113 |
Re: Why D3 engine?
But that's what's so cool. The ship is its own outdoors. And you get your own space pod \0/
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#114 |
Re: Why D3 engine?
^ It might not be limited to just spaceship environments though. In the preview it says that there will be some vehicles to drive around in, including one that's a small space ship. If you look carefully at the screenshots, you can see that the player appears to be flying around in a small spacecraft on the moon.
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#115 |
Re: Why D3 engine?
Some things in the environment look like they came directly from Doom 3. Or is it just me?
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#116 | ||||||
Re: Why D3 engine?
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As for real world evidence, I can't really say anything about that, but I know there is a level designer for Prey around here...perhaps he might be able to better compare workflow. Quote:
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Also shadow masks still take several hours on top of the line systems (lighting isn't what makes compiling lightmaps take so long...it's the shadow stuff). |
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#117 | |||||
Re: Why D3 engine?
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What I'm saying is, couldn't you use that extra power to add more detail to the environment, or even reduce the hit of other effects like HDR? Quote:
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Edit: In UE3, how are the shadow masks generated? I thought maybe they were just using a simple shadow mapping system. I mean Carmack is going to be using shadow maps for all the real time lighting, so why not just bake all the static shadows into the map using this system? Each shadow could be recalculated when an object is moved in the editor.
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#118 | |
Re: Why D3 engine?
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and I thought a shadow maps are static so you can do anything realtime with them |
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#119 | |
Guest
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Re: Why D3 engine?
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#120 |
Re: Why D3 engine?
What little has been shown of Prey appears to look like D3. Howsabout waiting for the released game, then playing it and then making comments about the style of the game? Or am I missing something?
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